With all 3 traits , is 20% damage increase . This isn't much , for the space occupied on the trait line . An increase of Inner Fire to 20% will be more normal , IMO . Air/Water lines already have this increase in damage on only one trait

Ember's rage : Deal 20% more damage while attuned to fire

2nd problem : Glyph of Elementals .

This glyph is a utility and , also a elite . In this way , create confusion and is also OP . IMO , should be only one version
Elite : Increase duration and damage
Utility : Less duration and damage

3rd problem : Conjured weapons

1 . From the creation , the elementalist class doesn't have weapons swapping ability because it ill be very confusing and powerful , but we get weapons as utility . I would prefer weapons swapping ability
2. Majority of these weapons skills are already on our weapons where can be accesed quicker , so I don't wait 60s for them

I think your one valid point is the fact that they broke the fire traits up as they did.

Would it really be overpowered to have a second or third tiered trait say "10 % more damage while attuned to fire and an additional 10% damage to burning foes?"

That would open up a minor and a major trait for additional improvements.

I don't find the elemental elite and the non-elite to be confusing. One even says lesser. If you choose to be able to have two elementals out, you lose a utility spot, so I think that balances out fairly well.

As for your third point, I guess I didn't follow. But, I think that all of the conjures should be consolidated into ONE ability that changes the weapon based upon what attunement you are in when you cast it! We already have this with other utilities, such as glyphs. It would make much more sense to be in fire, and conjure flame axe, or air, and conjure lightning hammer, or water, and conjure frost bow, or earth, and conjure rock shield or whatever that thing is called. I'm not sure why they chose to not do it this way, that way if you are choosing to spec for conjures they become more versatile and don't take up all of your utility slots.

As for your third point, I guess I didn't follow. But, I think that all of the conjures should be consolidated into ONE ability that changes the weapon based upon what attunement you are in when you cast it! We already have this with other utilities, such as glyphs. It would make much more sense to be in fire, and conjure flame axe, or air, and conjure lightning hammer, or water, and conjure frost bow, or earth, and conjure rock shield or whatever that thing is called. I'm not sure why they chose to not do it this way, that way if you are choosing to spec for conjures they become more versatile and don't take up all of your utility slots.

Cause they dont have enough fantasy to provide some serious skills, they are barely able to copy/paste em from GW1

Furthermore, why don't they change all of the traits that say "10% damage while attuned to....?"

Make the one in the fire line "10% damage while attuned to fire AND 10% damage to burning targets."

Air line "10% damage while attuned to air AND 25% damage to knocked down targets."

Earth line "10% damage while attuned to earth AND 10% damage to bleeding targets."

Water line "10% damage while attuned to water AND 10% damage to vulnerable targets."

The way that they are set up now, it shuts down attunement swapping. If you combine that bonus with another bonus that is useable in all attunements, it might actually make them more flexible and encourage attunement swapping.

Place them as second tiered traits if they are "too OP" so you can't just trait for all of them.

Ember's Might, etc., need to be improved to be the same as the equivalent traits for other classes (10%, not 5%.) Making it so you lose access to the + vs. burning trait in return for a bigger when not swapping attunements is just bad - it punishes good players to reward the bad. Your other changes seem rather... weird too. Not really following them due to the awful formatting.

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Posted 24 November 2012 - 10:39 PM

MisfitAndy, on 23 November 2012 - 05:08 AM, said:

Furthermore, why don't they change all of the traits that say "10% damage while attuned to....?"

Make the one in the fire line "10% damage while attuned to fire AND 10% damage to burning targets."

Air line "10% damage while attuned to air AND 25% damage to knocked down targets."

Earth line "10% damage while attuned to earth AND 10% damage to bleeding targets."

Water line "10% damage while attuned to water AND 10% damage to vulnerable targets."

The way that they are set up now, it shuts down attunement swapping. If you combine that bonus with another bonus that is useable in all attunements, it might actually make them more flexible and encourage attunement swapping.

Place them as second tiered traits if they are "too OP" so you can't just trait for all of them.

I like this. When I used my bleed build, I always felt like switching attunements was a waste of potential damage. I only switched to water for group healing or fire to bring down objects (since they can't be affected by cond. i.e. bleed)

A great improvement , IMO , will be to change the cantrips too , based on the attunement . If you go fire , you can use cleasing fire , for lighting , lightning flash and so on .

What do you think ?

Interesting suggestion. Not sure what others think about this, but I personally don't wish to see my utility bar cantrips change with every attunement. We should have the flexibility to choose a specific cantrip to be used across the board with all attunements.

Interesting suggestion. Not sure what others think about this, but I personally don't wish to see my utility bar cantrips change with every attunement. We should have the flexibility to choose a specific cantrip to be used across the board with all attunements.

Indeed. I'm weird and like Blinding Flash - I want it available while fighting in Earth.